The Achievers

Things have been falling into place a bit for my guild and myself, and we've achieved a few milestones.

On my mage alt, after repeated checking at irregular hours, I got the Higher Learning achievement and the pet that goes with it. While I usually am not a big pet fan, I think I might use this in my roleplaying, since it kinda looks like a "mage voidwalker". Yes I look like a warlock in this screenshot, but I'm not.


Our ICC10 team managed to down the Lich King, though yours truly didn't have the time to join them, I can probably tag along on some other run sometime.

Also in the course of last week, our healing lead and beloved co-GM managed to get his last Valanyr fragment, and we went to complete the darn mace for him. This was actually the third time I saw Vezax or so and I was on interrupting duty on it, so that was nice and stressy, but in a suprising twist we managed to get the Shadowdodger achievement as well so it all paid off.

We did Yogg-Saron with three keepers up so the guy would actually have a chance to throw the mace at Yogg rather than stressing about the raid dieing (we were already running kinda low on healers that night).



With Val'anyr crafted and The Lich King's ice cold blood on our hands, we can officially close our WOTLK raiding, almost anyway. When Ruby Sanctum comes out, we'll have to down whatever that dragon was named again, and a 25-man LK kill would be nice, as would protodrakes / frostwyrms, but I don't really see it happen to the major part of our guild.

That being said, as the officer team, we can probably review our WOTLK raiding career now and see what we want to do differently in Cataclysm.

A rogue vs a Lich King

Obviously, this post will 'spoil' the Lich King fight for you, so if you'd rather not know about this fight ... *red flash* you didn't see it.

What this is not


This isn't a strategy guide or such. To know what is happening in the fight, go read a bossguide at the appropriate sites.
This post is meant as an explanation of how Immortalis tries LK10, and how I handle the strategy as a rogue.

Phase 1


In phase one, not a lot is going on that is of concern for a rogue. The only thing we really have to watch out for is the Necrotic Plague.
If you get this debuff, you need to run towards the tank taking care of Shambling Horrors and Drudge Ghouls and wait until your designated cleanser makes the debuff jump to the ghouls (or force it to jump by cloaking it).
Other than that, you just DPS the Lich King as hard as possible, and help out the tank with Tricks.

When the phase ends, the safest spot to run to would be the ranged and healers clump, because your Horror tank might still have the Necrotic Plague and we don't want that to spread.

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Phase 2


A short phase follows where you fight some ghost copies of your teammates at the sides of the platform while the ranged shoot at frost orbs. Not a very interesting phase, IMO. Tricks them to your tank and nuke them asap.

Phase 3


In phase three, there's two things that require our attention. First, the defile. Always be aware of your position on the platform - if you should get a defile, you DON'T want it to happen under your raid, you have a few seconds to sprint to the edge and drop the defile out of harm's way.
The other issue are the valkyr, which pick up a random raid member in an attempt to throw him/her off the ledge (not a very cool death but it gets the job done).

The problem, then, is combining the two. Stopping a valkyr from throwing off a raid member is easier said than done when a defile is in your way.
We always try to "control" the path valkyr will take by dividing the circle in the center into two slices of pie, and depending on defiles we position ourselves somewhere when a valkyr is coming.
Collapse onto that point, then spread out again to minimize defile risk. In the screenshot, you can see how we're all on the right side (apart from a naughty shaman who recently got a defile).
The orange arrows are possible paths valkyr will take, and the red arrow shows the danger the shaman is in - if a valkyr were to pick him up, he would be thrown off on the other side, away from all of us - we would not be able to stop the valkyr in time.

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Phase 4


Similar short phase to Phase 2, nuke the spirits. They come a bit faster this time and you don't want several of them up when the next phase begins.

Phase 5


In this phase, the sentence "death from above" comes to mind. There's a bunch of spirits coming from above, and the ranged has to kill them. Nuke the Lich King, but beware of death from above. They HURT.

Also, in a suprising twist, the Lich King randomly tries to suck the soul out of people using Frostmourne. If you survive the initial attempt, you end up in Frostmourne, where Arthas' fathers soul is battling yet another spirit. As a rogue, you nuke the spirit and interrupt its cast.

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In this shot, the spirit was already dead - I didn't want to risk the fight for a screenshot since we were having a great attempt.

I'm baaaaack

Okay, wow. The last time I posted here, my guild did Ulduar for the first time ... that has been a while, to say the least.

Character progress


What have I been up to ? Well, you can check the armories of my characters, of course, but the TL;DR version is that my guild is 10/12 in ICC25 and working on Lich King in ICC10, and I've had a chance to give him a poke as well.

Personally I'm a big fan of Icecrown Citadel. The atmosphere is Black Temple-flavored grimness all over again, but with the added touch of ice cold blue/cyan. Setting foot on the Frozen Throne gave me a small loregasm... and fights like Saurfang or Festergut are just great to test our DPS potential since, for melee at least, it's pretty much tank 'n spank.

Guild birthday


Immortalis recently celebrated their 1 year anniversary, and we did it by marching through Stormwind and Ironforge, basejumping off the Purple Parlor, and raiding the Horde faction leaders.

Some screenshots here.

Cataclysm spoilers


As with most blogs, I'll add a spoiler tag somewhere to warn you when I'm about to spoil stuff for you.

Minor glyphs and fun


Pewter from The Mental Shaman asks in her post about Cataclysm professions (spoilers, obviously!) what Minor Glyphs should be about. In my opinion, we have a fun minor glyph (Blurred Speed for temporary waterwalking), a few useful ones (Safe Fall and Vanish) and the rest is mostly useless. Now, if we compare our useful minor glyphs with other classes, we could still think of them as 'more fun' - speeding up when vanishing is a pretty unique way of adding value to that skill, while removing a reagent is more of a convience thing.

Not dead yet

Hello dear readers!

Just a message to confirm that I'm not dead yet - real life is quite busy (exams and now resits) and so is WoW (finally raiding Ulduar 25!).

I bought a new computer and it took me a while to find my photoshop install CD so this post doesn't have a proper pic to accompany it.

Recent Achievements


Some noteworthy achievements I obtained since my last post... let's see...
We finally got around to downing the city leaders again, so I got a black war bear.
I noticed I only needed a few more heroics for it so I did the right heroics and got the Champion of the Frozen Wastes title.
I worked towards the Argent Tournament dagger and got the title Aeltyra of Stormwind in the process - not particularly something I was aiming for, I use it as my PvP title but meh.

Gearing up


I also worked on my reputations and such a bit to get my gear up - the bracers from Wyrmrest Accord and the boots from Argent Crusade.
We did Naxx and the loot gods granted me two fist weapons (Calamity's Grasp and The Hand of Nerub) so I am combat specced now, and the badges got me a new ring.

Raiding Ulduar


Immortalis (the reincarnation of Athanatoi) ventured into Ulduar25 for the first time last week, and I was there. Due to a lot of people already having done most of the fights on 10 man, we downed the bosses from the siege of Ulduar without much of a hassle. The sunday team got down the antechamber (I wasn't there) and yesterday we had a few attempts on Thorim and Freya (no kills sadly).
Still lots of fun, though.

Non-rogue stuff


I tanked some normal instances on my death knight and I quite enjoy it. She is now 74 and I'm hoping to have her ready to do heroics by 3.2
With the badge change, a lot of people will be wanting to do heroics for them, but they won't need the gear anymore - so I can tank for them, roll on all plate gear I want, and get badges of conquest while I'm at it.

Because my healer was a guildie with a fairly high level alt (77 is high for Nexus and UK) he was bored throughout most of the pulls and thus we upped the pace a bit.
Eventually he just kept pulling stuff himself, and I still managed to pick it up. It was chaotic, but fun! The first boss pull in UK was borderline suicidal (pulling the room and the boss with it) and a few of our PuGed DPS died (sorry guys) but the runs went smooth and quite fast otherwise.

Shared Topic: Awareness

[Reply to Blog Azeroth Shared Topic of June 22nd: 'Being aware of your surroundings during raids' as proposed by Lissanna[src]
As a raid healer, a common thing these days is trying to balance keeping everyone in your raid alive, while still being able to move when you need to (ie. having the right amount of situational awareness to your surroundings during raids).

I thought it would be neat to see how all the classes (even tanks and DPS) handle the multi-tasking that is required during raids. Do tanks and DPS sometimes have tunnel vision and forget to watch for the AOE effects or whatever they need to move out of? How do other healers deal with avoiding the tunnel vision problem?


Interesting topic as usual, and I'll be giving my view as a rogue, but I'll also try to give some bear tank flavor to it to spice things up.

User Interface (UI)


Replying a bit later to this topic than usual I've had the chance to read up on some other replies to it (check the end of this post for links) and it seems everyone so far agrees that a good UI is important. The problem with this is of course that the concept 'good UI' is up to the player. Some people swear by the default UI, others change their UI mostly for the visual customization, others for the increased functionality, but often a mix of those.

Take for example my screenshot from the XT-002 fight. You can't really see the scrolling combat text that much (it's only showing a rupture tick after my death) but other that than it shows the most important stuff. You can see DBM warning me of Gravity Bomb and Light Bomb in the middle, with bars that stay into place to remind me of who has them, and you can see the Tantrum emote and the enemy cast bar (which is the Quartz mod) also warning me of that.

As you can see, the middle isn't all that cluttered and I have a pretty good view on the battle field (also note the effect of the camera distance macro allowing me to zoom out further - with thanks to Karthis of Of Teeth And Claws for sharing it back in the day). Granted, the scrolling combat text obstructs the sideview a little, but when tanking on my bear I set up a filter on my outgoing hits to only show stuff that didn't hit (e.g. a dodged Mangle or something).

DPS and 'the zone'


As Kahleena from Fel Deeds Awake! notes, DPS isn't always the facerolling people think it is. When you have a priority system to keep up your debuffs and DoTs and the boss, and there's a lot of stuff happening because the boss is trying to kill you, you need to multi-task and do both DPS and avoid damage.
The zone, then, is that matrix-like situation in which the world moves in slow motion (I'm not talking lag here, people) but you do everything at normal speed. You anticipate slice and dice is about to fall off. You feel the cooldown on Fear is almost over and you run away from doomfires before you are feared into them. You see that the timer on Light Bomb is almost over, and you get ready to cloak out of it should you get the next. The zone is the ultimate DPS state of mind.

As a tank, it works in the same way, but you have this predictive feeling where you can almost see the path adds are going to take. As a main tank, you're kind of limited even when in the zone, because you can't do much with a boss in your face.

DPS and tunnel vision


Often mistaken for 'the zone', tunnel vision is when you are paying so much attention to your skill priority ("oh god, slice and dice AND hunger for blood are about to fall off!") that you fail to notice your surroundings (your feet are on fire and you're not wearing the summer festival sandals) and you're taking damage that could easily be prevented. In the best case scenario, you're still causing healers to divert their attention to you when they could be doing something more useful. In the worst case scenario, they spend a lot of mana to try and save your behind and you still die.

As a tank, it's where you think you picked up all adds, but half of them are actually preparing healer soup with little bits of DPS.

Training awareness


The good news is you can train on getting in the zone. Just by practicing a lot on instances you can get better, of course, and the more you see a boss fight, the more you'll learn to predict scripted abilities etc.
For training your reaction to random abilities, PvP might prove to be interesting. Because the opponent is also controlled by human players, a lot of things are totally random. For example, a rogue can train in cloaking things by lurking around a group of opponents, killing one and getting away safely. This usually requires a fast combination of some form of CC (blind, gouge, KS ... you won't use these in PvE a lot but it's often necessary in PvP to have a chance in getting away) and a few things to get you into safety (cloak of shadows, vanish, sprint, not necessarily in that order).

Other bloggers on this topic


Lissanna @ Restokin
Shopshopshop @ Runeforge Gossip
The Renaissance Man @ The Children of Wrath
Almaster @ Lux Legis
Kahleene @ Fel Deeds Awake!

Reader question(s)


So what about you? What does your UI look like? Are you often in the zone, or more often in the tunnel vision state? If you play multiple classes, do you lose focus easier on some classes than on the other ones?

Patch 3.2 PTR: first thoughts

(For the full 3.2 patch notes, check this link on MMOChampion)

Somebody set up us the bomb! ... I mean, this is quite the controversial patch so far.

PvP
* Arenas
o The newest season of Arena gear can only be purchased if you meet the requirements with your 3 or 5 player team rating. Rating requirements from 2 player teams can still be used to purchase the previous season of gear.

I suppose this is because they believe that 2v2 is too hard to really balance... but I think it's a bad idea if they wanted more participation in arenas.

PvP
* Battlegrounds
o Battleground experience has arrived!
+ Players will now be awarded experience for completing objectives and actions that yield honor in Battlegrounds (honorable kills not included).
+ Players who do not wish to gain experience through PvP can visit Behsten in Stormwind or Slahtz in Orgrimmar - both located near the Battlemasters in either city - and turn off all experience accumulation for the cost of 10 gold.
+ Disabling experience gains will prevent a player from gaining experience through any means available in the game.
+ Players with experience gains turned off who compete in Battlegrounds will face off only against other players with experience gains turned off.
+ Behsten and Slahtz can reinstate experience gains for players, for a 10 gold fee of course. Any experience that would've been accumulated if experience gains were not turned off cannot be recovered.

So, one can now level purely by PvP (but I suspect the exp gain would be roughly the same as grinding mobs, e.g. questing will still be faster.) Pretty cool though. I've had times when I wanted to hop into a BG but didn't because I would lose out on leveling.

PvP
* Battlegrounds
o When standing at a capture point that you control, you will gain a buff called Honorable Defender. This buff grants +50% honor gained from kills. This currently affects Arathi Basin, Eye of the Storm and Isle of Conquest.

This fixes the problem where defenders gained less honor than the HK farming idiots. Okay, you'll still get less honor if nobody actually comes to the node you're defending, but if that is the case, you're probably defending the wrong node :P

PvP
* Battlegrounds
o Arathi Basin
+ The time it requires to capture a base has been reduced to 8 seconds, down from 10 seconds.
+ The game now ends when one team reaches 1600 victory points, down from 2000.
o Eye of the Storm
+ The time it requires to capture the center flag has been reduced to 8 seconds, down from 10 seconds
+ The game now ends when one team reaches 1600 victory points, down from 2000.
o Strand of the Ancients
+ The faction starting on attack/defense will now be randomized at the start of each match.
o Warsong Gulch
+ There is a now a 20 minute timer on this battleground. After that time, the team with the most flag captures wins. If this would result in a tie, the team that captured the first flag wins. If neither side has captured a flag, then the game ends in a tie.

No more endless WSGs, and some sped-up ABs and EOTS. I guess it'll be a bit more bearable to farm Justicar/Conqueror now?

Items: General
#Emblem system changes
* Both the 10 and 25 player instances of the Crusaders' Coliseum drop a new Emblem of Triumph.
* Any dungeons that previously dropped Emblems of Heroism or Valor, such as Naxxramas or Heroic Halls of Stone, will now drop Emblems of Conquest instead. Emblems of Conquest can still be converted to Valor or Heroism.
* The heroic dungeon daily quest will now reward 2 Emblems of Triumph and the normal daily dungeon quest will reward 1 Emblem of Triumph.


Whine topic of the day! Anyway, I guess it's nice - if the new dungeon coming with this patch is a step up from Ulduar, this'll get people geared a lot faster (including me - I'm behind a month and a half in gear).

i'll write up some more thoughts on other stuff in a later post.

Isle of Conquest: AV meets SOTA and Wintergrasp ?


Okay, I'm not gonna quote the wall of text full of info on the new battleground, Isle of Conquest, that is coming up in the next major content patch. You can just read the source. Go ahead and read it, I'll wait.

Noticed this ?

Taking this resource garners precious reinforcements and a continuous flow of honor to the side that controls it.

This is a bit like the mines in AV, but the honor part is new. That's a lot more of an incentive to hold the objectives, too.

Once onboard the airship, players will find it comes equipped with parachutes enabling a strike team to drop into the enemy keep from above.

Not really new as a mechanic, but nice to see it officially supported by Blizzard ;) If isle of Conquest should turn into a grindfest like AV, I know what I'll be doing.

It will be interesting to see how the vehicles fit into the battleground. If Isle of Conquest is to become a controlled (read: lag-free, more or less even numbers of players) Wintergrasp variant, this could be a lot of fun.

With Wintergrasp being so popular that they have to change daily quests into weekly quests, I see a chance for a very popular battleground that will usually be filled. And with the sides being even in numbers, it's a great alternative to Wintergrasp for those realms with an incredibly skewed Alliance to Horde ratio or low overall population, because a battlegroup should be able to provide plenty of players.

Off-topic: traffic
At the start of this month I noticed my google Analytics tracker wasn't installed properly and I had been tracking nothing at all since the start of this blog. I fixed it though, so I have two weeks of traffic reports now.
It reports 2541 visits and 3180 pageviews (a whopping 1633 of those were on my 'Gearing up for PvP' guide which Wow.com linked to in their Daily Quest column - that's the huge spike at the end). This was a lot more compared to the other time they linked to me (that was the post about having fun in PvP) which had about 93 pageviews. So yeah .. nice flow from there and I hope it helped a few people out :)